











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Convenient Digging 1.5.5 Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Equip all tagged items 1.7.4This addon allows you equip all items with same tag in one click. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 22 / 96% |
| Size | huge |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 21 on the 10th Dusk 122nd year of Ascendancy at 08:19 0 / 6Killed by Bill the Stone Troll at level 21 on the 10th Dusk 122nd year of Ascendancy at 10:02 Killed by Silygana the bandit at level 22 on the 17th Dusk 122nd year of Ascendancy at 02:52 Killed by Glulrabeth the copperhead snake at level 22 on the 17th Dusk 122nd year of Ascendancy at 17:25 Killed by Emuriwe the assassin at level 22 on the 17th Dusk 122nd year of Ascendancy at 19:04 Killed by Mayewe the shadowblade at level 22 on the 17th Dusk 122nd year of Ascendancy at 20:16 |
Primary Stats
| Strength | 56 (base 50) |
| Dexterity | 16 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 47 (base 42) |
| Willpower | 16 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -43/563 |
| Positive | 93/113 |
| Stamina | 178/178 |
| Healing Factor | 1.1283363011315 |
| Regeneration | 4.795429279809 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 15 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 48 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Acid | +6% |
| Light | 0% |
| Temporal | +12% |
| Darkness | +5% |
| Arcane | +4% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Fire | +15% |
| Physical | +5% |
| Cold | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 41.5 (80%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 18 |
| Physical Save | 26 |
| Spell Save | 35 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 46%( 70%) |
| All | 0%( 70%) |
| Darkness | + 8%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 38%( 70%) |
| Mind | + 8%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 10% |
| Teleport Resistance | 40% |
| Instadeath Resistance | 100% |
| Stun Resistance | 44% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 270 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 377 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Kirek (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Spell Crit +1% Spellpower +20 (+7 eff.) Spellpower/crit +2 When Hit 6 arcane defense ------ Armor +3 Resistance +10% fire +9% cold other ------- Mana/turn +0.04 Mana-on-crit +2.00 A pair of boots made of leather. |
| Light source | Blazevengeance2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Dex offense ------ Damage +6% acid Ignore resists +5% fire Accuracy +10 (+4 eff.) defense ------ Defense +5 (+2 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life other ------- Light +3 See Stealth +5 See Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Blindquill' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun offense ------ Spell Crit +2% Critical power +15.00% Spellpower +3 (+1 eff.) Ignore resists +5% darkness defense ------ Defense +2 (+1 eff.) Mind save +5 (+3 eff.) other ------- Mana/turn +0.10 Infravision +4 See Stealth +10 See Invis +6 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 38% and attempts to push all creatures other than yourself out of its radius, inflicting 7.78 light damage and 8.17 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | Daguledor the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil offense ------ Mind Crit +1% Critical power +10.00% Spellpower +4 (+2 eff.) On-Hit 7 darkness 7 arcane Damage +5% darkness +4% arcane Accuracy +10 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% darkness +4% arcane other ------- Max hate +4.00 Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On-hit +7 arcane On Hit: 20% Moonlight Ray level 3 On Hit: 10% Manathrust level 3 On Hit: * 7% chance to reduce damage dealt by 11% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Rainrage' (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +20% cold defense ------ Fatigue -4% Resistance +3% temporal +3% darkness +3% blight +12% cold +6% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Amudozor'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +3% mind +6% acid Crit Resistance 5.00% Life Regen +2.00 Healmod +10% Cut Resist +10% Disarm Resist +20% Stun Resist +22% Rings make your fingers look great! |
| On fingers | Burnwake0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% fire defense ------ Resistance +6% acid Crit Resistance 5.00% Spell save +3 (+2 eff.) Life Regen +2.00 Stun Resist +22% Teleport Resist +20% Rings make your fingers look great! |
| Around neck | warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | Mayoratha the Undeathlash (140% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 140% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +4 fire +7 mind +13 light Damage Against +13% Undead On-Hit, radius 1 +4 nature On-crit, radius 2 +8 nature On Hit: * 20% chance to reduce all saves and defense by 13 While equipped: Stats +3 Cun +5 Wil offense ------ Ignore resists +5% nature Massive two-handed swords. |
| Around waist | rough leather belt 'Balancelash'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) Damage +6% nature defense ------ Resistance +3% blight +5% arcane +3% light Spell save +6 (+3 eff.) Teleport Resist +20% other ------- Size +1 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Erekan the Glimmerfist (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% fire Ignore resists +10% fire When Hit 2 light defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +15% light +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aerykan (8 def, 13 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Master While equipped: Stats +3 Con offense ------ Damage +12% temporal Ignore resists +5% physical defense ------ Armor +13 Defense +8 (+4 eff.) Fatigue +7% Resistance +21% acid +18% fire +2% physical Physical save +8 (+4 eff.) A suit of armour made of mail. |
Inventory
movement infusion (speed 406%; cd 18)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 406% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 671%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 4; phase 14; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the warrior (damage 213; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 213.23 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 7; resist 17%; move 48%; dur 5; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 48% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.10 Celestial / Radiance)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.10 Celestial/Radiance Amulets make your neck look great! |
gold ring 'Mayerina'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil +3 Con offense ------ Mind Crit +6% defense ------ Resistance +9% nature +7% blight Spell save +12 (+6 eff.) Mind save +8 (+4 eff.) Poison Resist +11% Disease Resist +13% Confus Resist +23% other ------- Max stamina +22.00 Rings make your fingers look great! |
surging ash magestaff (111% power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Spellpower/crit +3 Damage +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff of warding (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +3% Spellpower +15 (+5 eff.) Damage +20% cold defense ------ Armor +5 Defense +4 (+2 eff.) Life Regen +0.50 Healmod +13% other ------- Wards +2 cold Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of breaching (127% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +11 (+4 eff.) Damage +24% darkness Ignore resists +12% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of protection (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% cold defense ------ Resistance +10% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel greatsword of massacre (142% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +35% Massive two-handed swords. |
balanced steel greatsword of massacre (135% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 135% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +30% Massive two-handed swords. |
steel greatsword of crippling (122% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 122% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Massive two-handed swords. |
steel greatsword of massacre (142% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
Genocide (152% power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
balanced dwarven-steel greatsword of evisceration (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +10 (+3 eff.) Accuracy +10 (+4 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +35% Massive two-handed swords. |
dwarven-steel greatsword of dampening (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Disrupt Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: defense ------ Resistance +13% acid +14% lightning +13% cold +10% fire +3% all Spell save +9 (+5 eff.) Massive two-handed swords. |
elemental steel mace (103% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 76 lightning damage (1/turn) While equipped: offense ------ Damage +11% lightning Ignore resists +7% lightning Blunt and deadly. |
dwarven-steel waraxe 'Xerylravena' (130% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 130% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ When Hit 4 mind defense ------ Armor +6 Resistance +12% nature +12% cold other ------- Max hate +4.00 One-handed war axes. |
Polibrewyn the Windqueen (124% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Weapon Damage 124% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +8 nature On-crit, radius 2 +20 acid +21 nature While equipped: Stats +6 Str +6 Dex +5 Mag +5 Wil +6 Cun +5 Con offense ------ Ignore resists +8% acid +19% nature Ignore Armor +9 When Hit 8 fire defense ------ Resistance +6% fire Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
chilling dwarven-steel dagger of massacre (126% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 126% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 cold Sharp, short and deadly. |
blooming thorny mindstar of life (94% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 94% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Life +15.00 Life Regen +0.50 Healmod +15% Heal-on-summon +11 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of resolve (97% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +3% Mindpower +11 (+6 eff.) defense ------ Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (94% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 94% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +2% nature defense ------ Resistance +4% blight Disease Resist +14% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of disruption (97% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% Damage Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal cured leather sling of cunning (+4)4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +4 Cun +2 Con offense ------ Ignore resists +6% physical other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 84 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +11% all Life +40.00 Life Regen +1.80 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of frost (+12%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +11% cold defense ------ Resistance +10% darkness +16% cold +12% mind +11% all Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +25 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of command (13 def, 7 armour)9.0 Encumbrance T2 light armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +7 Defense +13 (+6 eff.) Fatigue +7% Mind save +12 (+6 eff.) A suit of armour made of leather. |
Galelahor the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +3 Dex +3 Mag +5 Wil +3 Cun offense ------ Critical power +10.00% defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +17% lightning +7% physical Physical save +16 (+8 eff.) Mind save +3 (+2 eff.) Life +40.00 other ------- Max hate +6.00 A suit of armour made of leather. |
duelist's hardened leather armour (13 def, 10 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +3 Cun +5 Dex defense ------ Armor +10 Defense +13 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
marauder's hardened leather armour (13 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +6 Defense +13 (+6 eff.) Fatigue +8% Physical save +8 (+4 eff.) A suit of armour made of leather. |
enlightening steel mail armour of the deep (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% cold Mind save +10 (+5 eff.) other ------- Breathe water A suit of armour made of mail. |
steel plate armour 'Bokaneg' (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +3% blight defense ------ Armor +9 Fatigue +22% Resistance +17% acid +15% cold Life +24.00 other ------- See Invis +9 A suit of armour made of metal plates. |
rough leather belt 'Stormblack'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +3% mind Ignore resists +5% acid defense ------ Resistance +9% mind Life +35.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Arista the Brightwalker1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Damage +15% cold Against +24% Summoned defense ------ Resistance +20% light +18% acid Resist Against +21% Summoned A belt that goes around your waist. |
Radiancestalker (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +9% light Ignore resists +5% acid When Hit 6 light 8 cold defense ------ Armor +3 Fatigue +2% Physical save +7 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic hardened leather gloves (0 def, 5 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +5 Mind save +5 (+3 eff.) Life +41.00 Unarmed combat: Weapon Damage 124% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polilaith the Darksteel (11 def, 8 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% darkness +11% fire Ignore Armor +4 defense ------ Armor +8 Defense +11 (+5 eff.) Resistance +16% fire other ------- Stamina/turn +2.00 A pointy cloth hat, very wizardly... |
Shimmerreeve (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Defense +1 (+0 eff.) Resistance +19% lightning +6% fire +6% temporal Spell save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of precognition (5 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun offense ------ Accuracy +5 (+2 eff.) When Hit: * 11% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Physical save +12 (+6 eff.) A cap made of leather. |
hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +3% A cap made of leather. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
102 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick steel torque of mindblast [power 140] (10 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 140 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown Torques are made by powerful psionics to store psionic powers. |
quick ash totem of healing [power 134] (11 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 134 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Vehahi the Ogre Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 12:08 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Vehahi the Ogre Sun Paladin level 20
9th Flare 122nd year of Ascendancy at 09:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Vehahi the Ogre Sun Paladin level 13
78th Pyre 122nd year of Ascendancy at 23:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Vehahi the Ogre Sun Paladin level 21
12nd Dusk 122nd year of Ascendancy at 11:32 see stats
Log
Xanita the xorn performs a melee critical strike against Xanita the xorn!
Xanita the xorn forces the iceblock to shatter.
Melee retaliation hits Iceblock for 2 cold, 11 blight, 2 cold, 11 blight (24 total damage).
Xanita the xorn hits Iceblock for 123 acid, 8 physical, 10 cold (139 total damage).
Greater Weapon Focus from Xanita the xorn hits Iceblock for 8 physical, 10 cold (17 total damage).
Xanita the xorn is free from the ice.
Glulrabeth the copperhead snake uses Tremor Engine.
Vehahi casts Suncloak.
Vehahi is energized and protected by the Sun!
Emuriwe the assassin casts Lightning.
Emuriwe the assassin hits Vehahi for (124 absorbed), 0 lightning (0 total damage).
Melee retaliation hits Ivoda the giant lightning ant for 1 light, 4 arcane, 1 light, 4 arcane (12 total damage).
Greater Weapon Focus from Ivoda the giant lightning ant hits Vehahi for (2 absorbed), 0 lightning, (1 absorbed), 0 lightning, (1 absorbed), 0 fire (0 total damage).
Ivoda the giant lightning ant hits Vehahi for (2 absorbed), 0 lightning, (1 absorbed), 0 lightning, (1 absorbed), 0 fire (0 total damage).
Vehahi is no longer out of phase.
Poison from Glulrabeth the copperhead snake hits Vehahi for (17 absorbed), 0 nature (0 total damage).
Cutpurse performs a melee critical strike against Vehahi!
Vehahi is covered in acid!
Cutpurse hits Vehahi for (46 absorbed), 0 physical, (15 absorbed), 0 physical (0 total damage).
Thunderstorm hits Vehahi for (25 absorbed), 0 lightning (0 total damage).
Melee retaliation hits Cutpurse for 2 light, 4 arcane, 2 light, 4 arcane (13 total damage).
Mayewe the shadowblade activates his plated torque!
Your shield crumbles under the damage!
The shield around Vehahi crumbles.
Vehahi is no longer being stalked by Mayewe the shadowblade.
Vehahi is silenced!
Vehahi's sun path area effect hits Ivoda the giant lightning ant for 25 light damage.
Mayewe the shadowblade hits Vehahi for (103 absorbed), 136 mind (137 total damage).
Vehahi the level 22 ogre sun paladin was mentally tortured to death by Mayewe the shadowblade on level 1 of The Maze.

































































































